Highlighting mod update

- Optional highlighting of critters, using the same colors and rules as in the combat mode
- Holding highlight key will update outlines based on current positions
- Enable LOS check by default for more interesting looting
This commit is contained in:
phobos2077
2023-06-24 07:59:16 +08:00
committed by NovaRain
parent e1aebb21e4
commit 50b51fc1a3
4 changed files with 84 additions and 20 deletions
+59 -17
View File
@@ -5,7 +5,9 @@
Previously was part of sfall itself, now a separate mod.
Features:
- highlighting items, containers (optional) and lootable corpses (optional) on the ground
- highlighting of critters using the same rules as combat mode highlighting (optional)
- configurable hotkey is used to trigger highlight
- hotkey can be pressed and hold to continously update highlighted objects based on current position
- only objects in direct line-of-sight of player are highlighted (optional)
- motion scanner is required to enable highlight (optional)
- motion scanner charges are decreased on each use (optional)
@@ -13,7 +15,7 @@
NOTE: this script requires compiler from sfall modderspack with -s option
(short circuit evaluation)
version 1.1
version 1.2
**/
@@ -22,6 +24,7 @@
#define CRITTER_IS_DEAD (1)
#define PID_MOTION_SENSOR (59)
#define REPEAT_FRAMES (10)
#define NO_HIGHLIGHT(obj) (get_flags(obj) bwand FLAG_NOHIGHLIGHT)
#define NO_STEAL(obj) (get_proto_data(obj_pid(obj), PROTO_CR_FLAGS) bwand CFLG_NOSTEAL)
@@ -30,36 +33,70 @@ variable highlightKey;
variable isHighlight;
variable alsoContainer;
variable alsoCorpse;
variable alsoCritter;
variable checkLOS;
variable outlineColor;
variable motionScanner;
variable highlightFailMsg1;
variable highlightFailMsg2;
procedure ToggleHighlightObject(variable obj, variable enable) begin
if obj and (not enable or not checkLOS or not obj_blocking_line(dude_obj, tile_num(obj), BLOCKING_TYPE_SHOOT)) then begin
if (alsoContainer and obj_item_subtype(obj) == item_type_container) or (not NO_HIGHLIGHT(obj)) then begin
if (enable) then set_outline(obj, outlineColor);
else set_outline(obj, 0);
procedure DudeCanSee(variable obj) begin
variable block := obj_blocking_line(dude_obj, tile_num(obj), BLOCKING_TYPE_SHOOT);
return not block or block == obj;
end
procedure DudeCanHear(variable obj) begin
variable hearDist := dude_perception * 5;
if (get_flags(obj) bwand FLAG_TRANSGLASS) then
hearDist /= 2;
return tile_distance_objs(dude_obj, obj) <= hearDist;
end
procedure GetOutlineColor(variable obj, variable isCritter) begin
if isCritter then begin
if get_team(obj) == get_team(dude_obj) then return 8;
if not DudeCanSee(obj) then begin
if (DudeCanHear(obj)) then return 32;
return 0;
end
return 1;
end
if checkLOS and not DudeCanSee(obj) then
return 0;
return outlineColor;
end
procedure ToggleHighlightObject(variable obj, variable enable, variable isCritter) begin
if (not alsoContainer and obj_item_subtype(obj) != item_type_container) or NO_HIGHLIGHT(obj) then return;
set_outline(obj, GetOutlineColor(obj, isCritter) if enable else 0);
end
procedure ToggleHighlight(variable enable) begin
variable obj;
variable obj, isCorpse;
foreach obj in list_as_array(LIST_GROUNDITEMS) begin
if obj != outlined_object then begin
call ToggleHighlightObject(obj, enable);
if obj and obj != outlined_object then begin
call ToggleHighlightObject(obj, enable, false);
end
end
if (alsoCorpse) then begin
if (alsoCorpse or alsoCritter) then begin
foreach obj in list_as_array(LIST_CRITTERS) begin
if critter_state(obj) == CRITTER_IS_DEAD and not NO_STEAL(obj) then begin
call ToggleHighlightObject(obj, enable);
if obj and obj != dude_obj then begin
isCorpse := critter_state(obj) == CRITTER_IS_DEAD;
if (alsoCritter and not isCorpse) or (isCorpse and not NO_STEAL(obj)) then begin
call ToggleHighlightObject(obj, enable, not isCorpse);
end
end
end
end
tile_refresh_display;
if (checkLOS or alsoCritter) and enable != isHighlight then begin
set_global_script_repeat(REPEAT_FRAMES if enable else 0);
end
isHighlight := enable;
end
procedure KeyPressHandler begin
@@ -69,7 +106,7 @@ procedure KeyPressHandler begin
if scanCode == highlightKey and not(get_game_mode bwand (INTFACELOOT bwor BARTER)) then begin
if pressed then begin
isHighlight := true;
set_global_script_repeat(10);
if motionScanner then begin
scanner := obj_carrying_pid_obj(dude_obj, PID_MOTION_SENSOR);
if scanner then begin
@@ -92,7 +129,6 @@ procedure KeyPressHandler begin
call ToggleHighlight(true);
end
end else begin
isHighlight := false;
call ToggleHighlight(false);
end
end
@@ -100,14 +136,12 @@ end
procedure CombatTurnHandler begin
if isHighlight then begin
isHighlight := false;
call ToggleHighlight(false);
end
end
procedure GameModeChangeHandler begin
if isHighlight and (get_game_mode bwand (INTFACELOOT bwor BARTER)) then begin
isHighlight := false;
call ToggleHighlight(false);
end
end
@@ -118,12 +152,15 @@ procedure InventoryMoveHandler begin
end
procedure start begin
if game_loaded and (sfall_ver_major >= 4) then begin
if game_loaded then begin
if (sfall_ver_major < 4) then return;
call InitConfigs;
highlightKey := GetConfig(configSection, "Key", 0);
alsoContainer := GetConfig(configSection, "Containers", 0);
alsoCorpse := GetConfig(configSection, "Corpses", 0);
alsoCritter := GetConfig(configSection, "Critters", 0);
checkLOS := GetConfig(configSection, "CheckLOS", 0);
outlineColor := GetConfig(configSection, "OutlineColor", 16);
if (outlineColor < 1) then outlineColor := 64;
@@ -136,5 +173,10 @@ procedure start begin
register_hook_proc(HOOK_COMBATTURN, CombatTurnHandler);
register_hook_proc(HOOK_GAMEMODECHANGE, GameModeChangeHandler);
register_hook_proc(HOOK_INVENTORYMOVE, InventoryMoveHandler);
set_global_script_type(1);
end else begin
if isHighlight and not(get_game_mode bwand (INTFACELOOT bwor BARTER)) then begin
call ToggleHighlight(true);
end
end
end